DF General Discussion / Re: DF mention in Sweden
« on: November 11, 2006, 02:58:00 am »
[At least, that's how i see it.]
[ November 11, 2006: Message edited by: Mechanoid ]
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[At least, that's how i see it.]
[ November 11, 2006: Message edited by: Mechanoid ]
quote:
Originally posted by Rondol:
<STRONG>Any bets on how long before someone tries to buy the rights to make it into a big-name commercial game?</STRONG>
Such an action would likely cause the instant death of the game on practically every single level of gameplay, however. Any attempt to move dwarf fortress from it's current path or cycle of growth would be like shaking a newborn baby, or punching the womb of a pregnant woman.
YOU SIMPLY DO NOT F!NG DO IT!
For the welfare of the child, you let it develop naturally, without interferance from it's original life cycle. When it's mature, fine, do whatever you want... But when you start to 'shake things up' in the development cycle, you're going to get one seriously mentally /physically retarded product. *COUGH* STALKER *COUGH*
Would be theft.
However, if there is going to be one creature in DF that is directly taken from another game, then that creature should be the gelatinous cube.
[Why? It's an excellent way to distribute items within the area of an adventure mode cave or abandoned fortress]
[ November 07, 2006: Message edited by: Mechanoid ]
quote:
Originally posted by SnowWhite:
Please post your funniest DF joke.
ELEFANTS IN YUO FORT, KILLIN' YA DORFS!!1!
quote:No, both are different species.
Originally posted by Devastator:
<STRONG>Aren't orcs just another word for goblins anyway?</STRONG>
On occasion though, some games move away from the 'evil forces' aspect and more towards a naturalistic 'just different species and cultures' and give the creatures more then the tag of "the evil henchman" (IE: Some MUDs, and MMOs, but notably WarCraft 3)
But since Dwarf Fortress has that Lord of the Rings feel where there's some major evil force controlling creatures' actions, i would say that orcs and goblins would be portrayed as sub-sentient and sub-humanoid. Still, seperate species which were made for a certain purpose by the forces of evil. (Orcs to terrorize humans and elves; goblins to terrorize dwarves)

quote:
Originally posted by Mud:
<STRONG>"323 regions rejected."</STRONG>
"876 regions rejected"
- Seiges, Artifacts: Suggested to be off
- Weather, Economy: Your choice
- Cave-ins, temperature: Suggested to be on
- Suitably 'harsh' map:
. At least 20-50 world tiles from any other settlement
. "Hot" and above or "Cold" and below, NO temperate areas
. One perminate water supply /area feature suggested, NOT adamantium
. Any creature difficulty setting; Calm, Serene, and Terrifying are all valid
. Access to other civs is nice, but not necessary
- Original 7 dwarves must:
. Have a "Prison Administrator" that perminately remains off-duty
. Have at least one no-title military weaponry skill, except for prison admins
. Have 1/3 their number (2) be active in the military at any one time
. Be played with the [SPEED:1] hack until the first migrant wave arrives
. Build a prison complex capable of holding the first migrant wave
. Cease building the lower prison complex once the prisoners can do it themselves
- The prison complex must:
. Be able to house every immigrant in their own prison cell
. Be able to produce enough food for the prisoners
. Be able to make all prisoners work to produce stone and metal crafts
. Be able to produce whatever the trade liason requests
. Use it's prisoners to build more prison space, once they arrive
. Treat the gaurds that tantrum and the criminals that tantrum, differently
- Trade only only for food, animals, drink, ropes/chains, and cages
- All other crafted goods must be offered to the caravan
- Subsequent immigrant waves will immediately:
. Be activated for military service and moved into the prison complex
.. Unless the dwarf is military, which will become a part of the perminate gaurd
.. Unless the dwarf is a peasant, which will act as a 'low level' criminal
. Be treated as a 'medium level' criminal and moved to their cell.
- Immigrant waves with military in them must have a "high level" criminal chosen out of the other skilled dwarves in the wave. If it's just military dwarves, then think of it as an additional gaurd compliment.
- 'Low Level' Criminals are allowed to be where the original 7 dwarves are, but:
. Must never have any skills
. Must never have a room larger then 1 tile
. Must share their punishment with whomever they're married
. On the first criminal offense, be sent to 'medium level' cells for the duration of their punishment
.. Unless the offense wounded/killed a gaurd, at which point they are moved to 'high level' cells for the duration of their punishment, and then perminately moved to 'medium level' cells afterwards, never to return to 'low level' life.
- 'Medium Level' Criminals are placed in "Medium Level" cells, which:
. Are 3x3 rooms constructed entirely from grey-scale stone blocks
. Has a metal door and vertical bars, seperated by a wall
. Has a rope in the middle
. Has a bed near the bars, table w/chair, food stockpile, and functional well
. Has no ceiling at all
code:#####
D.WT# Door, Well, Table
#.Rc# Restraint rope, chair
VB.F# Vertical bars, Bed, Food stockpile
#####
- 'High Level' Criminals are placed in "High Level" cells, which:
. Are 1x3 +1 T-shape rooms constructed entirely from metal blocks
. Has a metal door and vertical bars, seperated by a wall along the 3-tile face
. Has a chain in the middle of the T shape
. Has a bed near the bars, a food stockpile near the door, and a pool of 7/7 water opposite the wall past the chain
. Has a grate for a roof, except for the area over the food stockpile
. Must be seperated from the 'Medium Level' cells
code:###
DF## Door, Food stockpile
#Rp# Restraint chain, 7/7 pool of water*
VB## Vertical bars, Bed
###
* (pool is also 100% constructed metal blocks)
- 'Medium Level' prisoner conduct follows that:
. The job they arrive with was their original job, which no longer applies
. They are in their cell for 3 out of 4 seasons
. They are allowed out of their cell 1 out of 4 seasons
.. Only to produce crafts at the communal workshop area
.. Only to produce what the trade laison requests
... And are moved there by using the military station point, and activating them
- 'High Level' cell use follows that:
. The occupant is activated for military service every other season
. They are used for housing the prison's tempermental individuals
.. And the occupant is never released, except by death; natural or unnatural
... Or by the expiration of their sentencing
Golden rule:
1. If you commit a further crime while in the prison, you'll be sent to a cell. No questions asked.
2. All nobles except the Hammerer are to be treated as imposters which were caught, and though they profess their innocence, ignore them as they go screaming to the 'High Level' criminal cells.
SHIT, this forum needs a report button.
And FYI, dont listen to what that fucker says!
IT IS A VIRUS AND IT WILL FUCK YOU UP!
[ October 12, 2006: Message edited by: Mechanoid ]
quote:Definitely true. Remember the scene in Helms Deep in the Lord of the Rings? Case in point.
Originally posted by Rondol:
Remember, these are dwarves. Chest/eye level is probably about equal to a human's thigh/hip level.
[Well, that and the Z coord hasn't been put into fortress mode yet...]
[ October 07, 2006: Message edited by: Mechanoid ]